bool InView(const BoundingFrustum& frustum) {
     if (boundingBoxDirty) {
         boundingBoxDirty = false;
         const BoundingBox& box = mesh->LocalBoundingBox();
         box.CreateWorldAligned(transform->World, boundingBox);
     }
     return frustum.Intersect(boundingBox) != BoundingFrustum::OUTSIDE;
 }